NEW FIGHTER/BRUISER/JUGGERNAUT ITEM Ideas

La Bello··3 votes·615 views

I have an idea for some Bruiser Items

1: https://smite.gamepedia.com/media/smite.gamepedia.com/c/cc/TitansBane_T3.png Jack Slayer:Deal up to 20% increased PHYSICAL damage to opponents with LESS maximum health than you capping at 2000hp.

STATLINE: 15 armor, 35 AD

This is the direct inverse of Giant Slayer and is meant to allow AD+HP based champions to crumple the weaklings that they can actually get to. Its important to note that this only amplifies PHYSICAL damage meaning this is geared for BRUISERS and Fighters NOT tanks who rely more so on %hp magic damage such asZac Ornn Gragas Shen Sejuani

Target Audience:Kled Hecarim JarvanIV Renekton Nasus Vi (anyone who rely s primarily on the TriForce,BC,Steraks itemization)

2:http://www.smitefire.com/images/item/brawlers-beat-stick.png Titans Rage- Each second of combat against enemy champions builds up stacks of "Titan Rage". Each stack of Titans Rage grants Bonus AD. Maximum 40 AD after 8s of combat . At max Stacks gain "Overwhelm". Overwhelm effects: 50% BONUS Armor penetration Stacks fall off when not in combat.

STATLINE: 350 HP, 10% CDR This is the tank killer item for Juggernauts. When Tanks want to face tank you its their own funeral and you will surely overwhelm them with time. A Maokai/Rammus or Sion will no longer be able to hold a Darius at bay for his team once 8 seconds has passed. Put those innate inbuilt shreds/resistance ignores to work as you break down the enemies frontline. This should not be as abusable on glass cannon carries as it is pretty hard for most of them to survive 8 seconds of direct combat in order to achieve the payoff and the Statline will not be desirable nor feasible.

Target Audience:Urgot Darius Garen Olaf Illaoi

16 Comments

Critmaster Garen6 votes

atmas impaler:

item 3122 + item 3052

400 health 40 AD 20% critical strike chance

unique passive: Critical Strikes cause your target to bleed for an additional 4% of your total Health as magic damage over 3 seconds:

unique active: fires a spear in the target direction and applies the bleed to the first enemy champion struck. (cooldown 60 seconds, reduced to 10 seconds when it hits an enemy champion).

why is this item good for bruisers?

a) it scales with health

b) it allows them to get the full benefit out of the passive even with relatively low crit chance. you only need to crit about once every 3 seconds to repeatedly reapply the dot. means high crit chances dont make the passive better at a certain point (looking at tryn and yasuo).

ProfDrDeath3 votes

Interesting idea.

La Bello1 votes

I was wondering why you put crit on this and then I saw your name lol.

anyways I think its a decent idea. although I dont like the active part. Feels like it takes up too much think space (I dont wanna have to worry about glancing at my item CD every 10s)

my MAJOR problem with this is that not every Bruiser/Fighter has a reliable way to apply crits. Not every fighter relys on auto attacks to the point that a 1/5 chance to crit will matter. like a Darius is not going to be able to attack a Marksman 5 times and if he can theyre already dead u know? Same with Nasus,Urgot and Illaoi.

Fertsa2 votes

-->Insert op item from Dota2 Here<--

The Cane Master1 votes

I can't speak in terms of all bruisers (classified as Fighters), but I have already posted regarding the whole subclass of Juggernauts being underpowered throughout the whole Season 7 i.e. Juggernauts having no meta champions (excluding Chogath for many reasons). So as Darius has just been buffed, I feel like Yorick and Urgot are in no need of buffs, however others' problems are covered in the following wall of text:

1. CC creep being too high

Added to omnipresent damage creep, this is the biggest issue of Juggernauts. Big majority of these have no dashes, innate mobility (mov. speed steroids), and no hard CC (with exception of Riot's favorite Darius ). This means they all get CC-ed for days until they reach the backline, and by then they are too low to do anything. There in comes tenacity as a rescue, right? Wrong. Displacement effects (pulls, knockups) knockbacks), supressions, immobilizations(Amumu ult), ground Cassiopeia W) and terrain interactions Anivia AzirCassiopeiaTaliyah Yorick Trundle are not affected by tenacity. That being said, Riot recently released many such champions Galio Rakan , Ornn ,Kayn , Ivern Taliyah ), which alongside Aatrox Blitzcrank Chogath Fizz Gragas JarvanIV Kalista Kled Maokai Nautilus Poppy Singed Sion TahmKench Thresh Tristana RekSai Riven Velkoz Vi Volibear MonkeyKing XinZhao Yasuo Zac Ziggs Zyra make the complete list of champion against which Juggernauts just can't do much against to free from the chain CC. And if you take a look at how scary this becomes do, see EDG-SKT 9:0 with 10k gold lead into clean ace for SKT. This is not balanced, and hurts Juggernauts the most, as they are fully immobile and even with 100% tenacity it doesn't help as much. Therefore I would like to see a Jugernaut item that gives immunity to displacement effects for X seconds. Or even an ability, for example Nasus ' ult could grant immunity to displacement effect, he has no mobility nor dashes nor hard CC, after he eats all slows, stuns, snares, silences, polymorphs and finally reaches melee range of the backline (the only effective range), it's not fair that a little Yordle like Tristana can use her mini cannonball to shoot the big raid boss 1000 range back, nullify all that work done and reset the torture (which she can again prolong with W). Furthermore, maybe tenacity should affect all forms of cc, it's not like tenacity options are plenty and viable. Or maybe tenacity should stack additively (and not multiplicatively), at least it would help against original forms of CC, which's effects are actually lowered by this stat.

2. Shielding way too strong

This is already a known issue, Riot said they are working on lowering the power of Janna Lulu item 3190 overlapping and granting full immunity to death even with perfect initiation. To me, one way of fixing this is disallowing shield overalapping, so that supports need to have proper timing when using shielding (and not mashing all the keys on the low target as fast as possible).

3. Mobility creep too high

We can all agree that from Season 5 onwards, dashes and movement speed steroids have become omnipresent so this too doesn't help the cause either. Paired with cc and shielding creep, it's clear where from the inspiration for the topic appeared.

**4. The most common item being Morellonomicon item 3165 **

The passive reads: UNIQUE: Dealing magic damage to an enemy champion below 35% health inflicts Grievous Wounds icon Grievous Wounds to them for 8 seconds. I don't see how and why Riot decided to grant this to the item, it's not like there is a problem with sustain in mid lane, and if Vladimir ever becomes an issue again, one could always bring summoner 14 or item 3123. This is the same thing that's happening with Galio right now, Riot tried overcompensating for a nerf and fucked up the overall balance of the game. Again, I don't see the reason for existence of this passive other than shitting on Juggernauts, most of which rely on lifesteal as their form of durability.

5. Meta being too teamfight centric

Needless to say, the bonus gold for first turrets only emhpasized the importance of gangbangs of bot lane (4v2 or even 5v2) that became the staple of competitive LoL. That being said, Juggernauts are better duelists than teamfighters, it would help if Riot incentivized playing around top side of the map more (other than stupid Rift Herald). Drakes became way more important and Baron buff is like a holy grail that whichever team gets wins the game (if the game is even or close ofc). With point no1 (CC Creep being too high), engaging becomes way easier these days, mid-late game all revolves around aram-ing and setting up that wombo combo, against which Juggernauts have no defense nor contribution to. This way top lane revolves all around utility, which makes like it as a secondary support role, which isn't what these champions are about. Oh and of course, damage is not lacking at all nowadays, so there is no need from top to contribute to that category, thus Juggernauts serve no purpose.

Sujiren2 votes

[{quoted}](name=The Cane Master,realm=EUW,application-id=3ErqAdtq,discussion-id=yyqEXM5d,comment-id=0000,timestamp=2017-12-03T14:36:36.733+0000)

I can&#039;t speak in terms of all bruisers (classified as Fighters), but I have already posted regarding the whole subclass of Juggernauts being underpowered throughout the whole Season 7 i.e. Juggernauts having no meta champions (excluding Chogath for many reasons). So as Darius has just been buffed, I feel like Yorick and Urgot are in no need of buffs, however others&#039; problems are covered in the following wall of text:

1. CC creep being too high

Added to omnipresent damage creep, this is the biggest issue of Juggernauts. Big majority of these have no dashes, innate mobility (mov. speed steroids), and no hard CC (with exception of Riot&#039;s favorite Darius ). This means they all get CC-ed for days until they reach the backline, and by then they are too low to do anything. There in comes tenacity as a rescue, right? Wrong. Displacement effects (pulls, knockups) knockbacks), supressions, immobilizations(Amumu ult), ground Cassiopeia W) and terrain interactions Anivia AzirCassiopeiaTaliyah Yorick Trundle are not affected by tenacity. That being said, Riot recently released many such champions Galio Rakan , Ornn ,Kayn , Ivern Taliyah ), which alongside Aatrox Blitzcrank Chogath Fizz Gragas JarvanIV Kalista Kled Maokai Nautilus Poppy Singed Sion TahmKench Thresh Tristana RekSai Riven Velkoz Vi Volibear MonkeyKing XinZhao Yasuo Zac Ziggs Zyra make the complete list of champion against which Juggernauts just can&#039;t do much against to free from the chain CC. And if you take a look at how scary this becomes do, see EDG-SKT 9:0 with 10k gold lead into clean ace for SKT. This is not balanced, and hurts Juggernauts the most, as they are fully immobile and even with 100% tenacity it doesn&#039;t help as much. Therefore I would like to see a Jugernaut item that gives immunity to displacement effects for X seconds. Or even an ability, for example Nasus &#039; ult could grant immunity to displacement effect, he has no mobility nor dashes nor hard CC, after he eats all slows, stuns, snares, silences, polymorphs and finally reaches melee range of the backline (the only effective range), it&#039;s not fair that a little Yordle like Tristana can use her mini cannonball to shoot the big raid boss 1000 range back, nullify all that work done and reset the torture (which she can again prolong with W). Furthermore, maybe tenacity should affect all forms of cc, it&#039;s not like tenacity options are plenty and viable. Or maybe tenacity should stack additively (and not multiplicatively), at least it would help against original forms of CC, which&#039;s effects are actually lowered by this stat.

2. Shielding way too strong

This is already a known issue, Riot said they are working on lowering the power of Janna Lulu item 3190 overlapping and granting full immunity to death even with perfect initiation. To me, one way of fixing this is disallowing shield overalapping, so that supports need to have proper timing when using shielding (and not mashing all the keys on the low target as fast as possible).

3. Mobility creep too high

We can all agree that from Season 5 onwards, dashes and movement speed steroids have become omnipresent so this too doesn&#039;t help the cause either. Paired with cc and shielding creep, it&#039;s clear where from the inspiration for the topic appeared.

**4. The most common item being Morellonomicon item 3165 **

The passive reads: UNIQUE: Dealing magic damage to an enemy champion below 35% health inflicts Grievous Wounds icon Grievous Wounds to them for 8 seconds. I don&#039;t see how and why Riot decided to grant this to the item, it&#039;s not like there is a problem with sustain in mid lane, and if Vladimir ever becomes an issue again, one could always bring summoner 14 or item 3123. This is the same thing that&#039;s happening with Galio right now, Riot tried overcompensating for a nerf and fucked up the overall balance of the game. Again, I don&#039;t see the reason for existence of this passive other than shitting on Juggernauts, most of which rely on lifesteal as their form of durability.

5. Meta being too teamfight centric

Needless to say, the bonus gold for first turrets only emhpasized the importance of gangbangs of bot lane (4v2 or even 5v2) that became the staple of competitive LoL. That being said, Juggernauts are better duelists than teamfighters, it would help if Riot incentivized playing around top side of the map more (other than stupid Rift Herald). Drakes became way more important and Baron buff is like a holy grail that whichever team gets wins the game (if the game is even or close ofc). With point no1 (CC Creep being too high), engaging becomes way easier these days, mid-late game all revolves around aram-ing and setting up that wombo combo, against which Juggernauts have no defense nor contribution to. This way top lane revolves all around utility, which makes like it as a secondary support role, which isn&#039;t what these champions are about. Oh and of course, damage is not lacking at all nowadays, so there is no need from top to contribute to that category, thus Juggernauts serve no purpose.

Juggernauts are not supposed to balls deep solo dive carries, that is not their job. They can follow up a dive initiated by engaging tank, or go on carry if he is very mispositioned, otherwise they should just kill who ever is infront of them, and work their way to the backline. Aka don't try to play Juggernauts like divers, thats not what they are for.

The Cane Master2 votes

[{quoted}](name=2 Lazy 2 Type,realm=EUW,application-id=3ErqAdtq,discussion-id=yyqEXM5d,comment-id=00000000,timestamp=2017-12-03T16:09:23.286+0000)

Juggernauts can't kill front line before they get killed themselves, that is the whole point.

Sujiren1 votes

Infact they can, most of them have in combat sustain in addition to some sort of way to deal with tanks, usually % hp damage + black cleaver armor shred.

For example Darius, unless he has good initiation from someone like blitzcrank, tresh, amumu, leona and similar champs, would really rather wait for enemy to engage, peel with apprehend, quickly get his stacks on enemies frontline, dunk them, get passive proc + reset and proceed to pentakill dunk the enemy team 1 by 1.

Ilaoi another juggernaut, her teamfighting literally involves her spamming test of spirit for poke, and baiting enemies to engage on her so she can destroy everyone with ult.

Yorick, same concept, even spotlight says that in teamfights he is best of peeling with his w, and shredding tanks / Divers with maiden and ghouls.

Urgot, sucks at engaging, but is really good at counter engaging, and killing tanks in general due to % dmg on passive and ult execute.

Nasus, literally got a buff that changed his E from flat armor shred to % shred, so he could outtank and kill tanks, and wouldn't have to always dive the backline, which in many situations was suicidal, example enemy backline is Janna +Vayne.

Garen, massive armor shreds with spin and cleaver which helps your adc kill tanks / divers even faster , and if the said tank ever becomes a villain level 16 Garen ult can execute villains at around 50% hp so there is that.

Juggernauts are ment to destroy who ever gets near them, they are tanky damage dealers, trading cc, for damage. They don't give a fuck about diving themselfes, infact they want enemies to engage on them instead so that they wouldn't have to worry about being kited around.

The Cane Master1 votes

[{quoted}](name=2 Lazy 2 Type,realm=EUW,application-id=3ErqAdtq,discussion-id=yyqEXM5d,comment-id=0000000000000000,timestamp=2017-12-03T19:26:04.396+0000)

Juggernauts are ment to destroy who ever gets near them, they are tanky damage dealers, trading cc, for damage. They don't give a fuck about diving themselfes, infact they want enemies to engage on them instead so that they wouldn't have to worry about being kited around.

Too bad that trade of CC for more dmg is negated by the fact that there are CC and DMG creep in place so that their own dmg is not needed while CC is much more wanted and required. To translate it in numbers, Juggernauts had 0% pick ban rate a few months before World's, all throughout it and are still way worse than any standard tank/ranged poke champion with some CC (Jayce Gnar Kennen ). That's only shows how much their design, current numbers and champion mechanics have no place in competitive environment.

Sasogwa1 votes

Eh. For Titan's Rage, a bruiser is almost never gonna survive 8 s in a midlategame teamfight. This further puts bruisers in the build situation of : take 1 off item the rest full tank. Way too greedy item in any case, even much worse than Rageblade (!) which is already greedy af and not viable on melees. Jack Slayer sounds just outright bad. Maybe it's kinda? good to crush squishies but to be honest 15 armor and 35 AD is kinda worthless, if you want to kill squishies that much.. get a lethality item instead.

In any case those items grant almost no resistances, meaning they can only be purchased with 1 and at the very best 2 other items with no resistances, else you're gonna be ridiculously squishy. So that means they'll replace another core item. And I don't see any item you would want less than those. Titanic hydra is more appealing for the waveclear, Sterak's gage base AD amplification + shield is way more appealing, Triforce is just core on some champions aka more appealing for those, and same for BC.

Jbels1 votes

Ignoring that these are ripoffs of smite items, why do we need these? Bruisers already have Cleaver and trinity force. Some of them even build Bork. The only thing a bruiser really needs is AD, CDR, and tankiness, and Cleaver packages all of that with an armor shred passive

La Bello2 votes

cuz Bruiser Itemization is incredibly lacking and completely uninteresting. They should have than just 2 items to play around.

Daddy Ants1 votes

50% Bonus armor penetration?

hahahahahahahahaha

Sasogwa2 votes

{quoted}

50% Bonus armor penetration?

hahahahahahahahaha

After 8s of not dying. Which is literally never going to happen.

warpenguin5551 votes

What bruisers actually need is to be able to kill the marksmen they got on top of instead of dying in 3 hits. BTW a Rammus/Sion/Maokai being able to hold off the Darius means they're doing their job right

ZeroAgainst1 votes

you took those item icons from smite

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